Actor I/O Subsystem

The I/O Subsystem is a context handler for the I/O system that is unique per game world. It stores the current ActionExecutionContext, exposes a list of natively supported I/O events and functions, and a list of globally available Named Arguments.

There must always be one I/O Subsystem available both at runtime, and in Unreal Editor. Unless specified otherwise, the ActorIOSubsystemBase class will be used.

Customizing the I/O Subsystem

To customize the I/O subsystem, you need to create a blueprint (or C++ class) from the ActorIOSubsystemBase class. Then, go to Edit -> Project Settings -> Actor I/O and set the subsystem class to your own.

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